gonna use this thread to list out features I'd like to see in future patches/ expansion partial list, feel free to add/discuss
SDK for writing custom dlls
characters with modifiers and missions, assignable to fleets/planets
trade module capacity value (make small frieghters and super freighters, effects income)
multiple moons per planet (graphically) updated 3/12/06
abilitiy to place ships in orbit new 3/12/06
editable modifiers to weapons based on hull size (IE big guns have trouble hitting small, small almost always hit big) new 3/12/06
energy rating on ship, make a reactor with power rating and each weapon/engine component reduces this (analogus to size, but a secondary limiting factor)
fractional/0 ship speeds (essentially want orbital platforms and planetary defense vessels)
carrier module (or something similar in the fleet grouping that can allow non ftl ships to travel with other ships)
disabling weapon type
ships with troop modules able to capture disabled ships or attempt forced boarding
Ability to set troop quotas instead of % population new 3/12/06
different types of troops (space troops, defense troops, xeno troops, commandos) new 3/12/06
ability to assign custom damage types to custom absorbtion types
ship modifers that effect other ships (interdiction fields, sensor jamming/cloaking)
ability to limit type of module per hardpoint (IE weapon hardpoints, engine hardpoints)
ability to place certian facilities on level 0 planets (mines, prison colonies)
ability to treat moons as planets
additional espionage, propoganda options, stealing tech and designs
area on each planet for orbital facilities (can just be an additional row of spaces with a star background)
planet facilities like planetary shields and planetary defenses (that effect ships like starbases do)
ability to blockade specific planets (not necessarily at war either) new 3/12/06
ability to set tactics in battles (beyond autoattack and autoretreat) example, destroy military ships, leave freighters and colony ships alone, or colony and freighters only, in conjunction with troops and disabling weapons, attempt to capture ships, hit and fade attacks, IE attack until enemy has lost X ships or health then run, or attack until 50% losses then run (would work great with intediction) new 3/12/06
mining with multiple resources (gas, metals, silicates, organics, liquids, heavy metals, exotic compounds) essentially flesh out the trade system (makes gas giants and moons useful) add requirements to production of modules and facilites (can always buy) some things like organics, liquids and gases will be consumed normally for maintinance and by the population new 3/12/06
some form of galactic stockmarket (could be simple could be complex) would make trade victory more satisfying and make monopolies on products make more sense
new 3/12/06
multiturn invasions/land battles(add more suspence to if you will get a planet or not) ties in with rebellions as well, some additional land tactics
new 3/12/06
multiple prequisites for modules
new 3/12/06
allow multiple values per module (sensors on weapons, weapons or armor that have all damage types etc)
new 3/12/06
moddable star bases (upkeep, health) etc at tleast the base values
new 3/13/06
ability to restrict AI movment into territory (border patrol, moving in requires attack your units) and restrict technology trading
new 3/13/06
rate of fire on weapons or at least ability to set how many simulation ticks before weapons fire
new 3/13/06
set charge times on weapons (big weapons take a while before they get moving)
new 3/13/06
morality penalties for technologies (IE nervestapling provides 100% loyalty, but makes you very despicable)
new 3/13/06
ability to mod starting race points, tech, moeny etc
new 3/15/06
sequential naming of vessel numbers(1,2,3... not 23,74,345), ship naming from a list like stars.txt
new 3/15/06
hit point modules, limitations on modules per hull (instead of just making the module too big to fit, limit to 10 engines or 3 weapons etc.)
new 3/15/06